diff options
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/save_rest.cpp | 8 | ||||
-rw-r--r-- | sword2/sword2.cpp | 355 | ||||
-rw-r--r-- | sword2/sword2.h | 98 |
3 files changed, 233 insertions, 228 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 0f2a6e74a5..622296e1ec 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -163,7 +163,7 @@ void Sword2Engine::fillSaveBuffer(byte *buffer, uint32 size, byte *desc) { uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; - sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); + sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo); SaveFile *out; @@ -210,7 +210,7 @@ uint32 Sword2Engine::restoreGame(uint16 slotNo) { uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; - sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); + sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo); SaveFile *in; @@ -355,7 +355,7 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) { uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) { char saveFileName[MAX_FILENAME_LEN]; - sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); + sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo); SaveFile *in; @@ -382,7 +382,7 @@ bool Sword2Engine::saveExists(void) { bool Sword2Engine::saveExists(uint16 slotNo) { char saveFileName[MAX_FILENAME_LEN]; - sprintf(saveFileName, "%s.%.3d", _targetName, slotNo); + sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo); SaveFile *in; diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 941c6a36d9..fdde1d7ea7 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -102,9 +102,7 @@ namespace Sword2 { Sword2Engine *g_sword2 = NULL; -Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) - : Engine(syst) { - +Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) { // Add default file directories File::addDefaultDirectory(_gameDataPath + "CLUSTERS/"); File::addDefaultDirectory(_gameDataPath + "SWORD2/"); @@ -118,43 +116,15 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) _sound = NULL; _graphics = NULL; _features = detector->_game.features; - _targetName = strdup(detector->_targetName.c_str()); + _targetName = detector->_targetName; _bootParam = ConfMan.getInt("boot_param"); _saveSlot = ConfMan.getInt("save_slot"); - // Setup mixer - if (!_mixer->isReady()) - warning("Sound initialization failed"); - - // We have our own volume settings panel, so don't let ScummVM's mixer - // soften the sound in any way. - - _mixer->setVolume(256); - _keyboardEvent.pending = false; _mouseEvent.pending = false; _mouseX = _mouseY = 0; - // get some falling RAM and put it in your pocket, never let it slip - // away - - _graphics = new Graphics(this, 640, 480); - - // Create the debugger as early as possible (but not before the - // graphics object!) so that errors can be displayed in it. In - // particular, we want errors about missing files to be clearly - // visible to the user. - - _debugger = new Debugger(this); - - _memory = new MemoryManager(this); - _resman = new ResourceManager(this); - _logic = new Logic(this); - _fontRenderer = new FontRenderer(this); - _gui = new Gui(this); - _sound = new Sound(this); - _lastPaletteRes = 0; _largestLayerArea = 0; @@ -176,9 +146,7 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) _totalMasters = 0; memset(_masterMenuList, 0, sizeof(_masterMenuList)); - memset(&_thisScreen, 0, sizeof(_thisScreen)); - memset(_mouseList, 0, sizeof(_mouseList)); _mouseTouching = 0; @@ -202,10 +170,20 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) _gamePaused = false; _stepOneCycle = false; _graphicsLevelFudged = false; + + _debugger = NULL; + _graphics = NULL; + _sound = NULL; + _gui = NULL; + _fontRenderer = NULL; + _logic = NULL; + _resman = NULL; + _memory = NULL; + + _quit = false; } Sword2Engine::~Sword2Engine() { - free(_targetName); delete _debugger; delete _graphics; delete _sound; @@ -239,12 +217,40 @@ void Sword2Engine::errorString(const char *buf1, char *buf2) { * the game, so that they are never expelled by the resource manager. */ -void Sword2Engine::setupPersistentResources(void) { +void Sword2Engine::setupPersistentResources() { Logic::_scriptVars = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader)); _resman->openResource(CUR_PLAYER_ID); } -int32 Sword2Engine::initialiseGame(void) { +void Sword2Engine::mainInit() { + // get some falling RAM and put it in your pocket, never let it slip + // away + + _graphics = new Graphics(this, 640, 480); + + // Create the debugger as early as possible (but not before the + // graphics object!) so that errors can be displayed in it. In + // particular, we want errors about missing files to be clearly + // visible to the user. + + _debugger = new Debugger(this); + + _memory = new MemoryManager(this); + _resman = new ResourceManager(this); + _logic = new Logic(this); + _fontRenderer = new FontRenderer(this); + _gui = new Gui(this); + _sound = new Sound(this); + + // Setup mixer + if (!_mixer->isReady()) + warning("Sound initialization failed"); + + // We have our own volume settings panel, so don't let ScummVM's mixer + // soften the sound in any way. + + _mixer->setVolume(256); + // During normal gameplay, we care neither about mouse button releases // nor the scroll wheel. setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN); @@ -268,18 +274,144 @@ int32 Sword2Engine::initialiseGame(void) { else Logic::_scriptVars[DEMO] = 0; - return 0; + debug(5, "CALLING: readOptionSettings"); + _gui->readOptionSettings(); + + if (_saveSlot != -1) { + if (saveExists(_saveSlot)) + restoreGame(_saveSlot); + else { + setMouse(NORMAL_MOUSE_ID); + if (!_gui->restoreControl()) + startGame(); + } + } else if (!_bootParam && saveExists()) { + int32 pars[2] = { 221, FX_LOOP }; + bool result; + + setMouse(NORMAL_MOUSE_ID); + _logic->fnPlayMusic(pars); + result = _gui->startControl(); + + // If the game is started from the beginning, the cutscene + // player will kill the music for us. Otherwise, the restore + // will either have killed the music, or done a crossfade. + + if (_quit) + return; + + if (result) + startGame(); + } else + startGame(); + + debug(5, "CALLING: initialiseRenderCycle"); + _graphics->initialiseRenderCycle(); + + _renderSkip = false; // Toggled on 'S' key, to render only + // 1 in 4 frames, to speed up game + + _gameCycle = 0; +} + +void Sword2Engine::mainRun() { + while (1) { + if (_debugger->isAttached()) + _debugger->onFrame(); + + // the screen is build. Mostly because of first scroll + // cycle stuff + +#ifdef _SWORD2_DEBUG + // if we've just stepped forward one cycle while the + // game was paused + + if (_stepOneCycle) { + pauseGame(); + _stepOneCycle = false; + } +#endif + + KeyboardEvent *ke = keyboardEvent(); + + if (ke) { + if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') { + _debugger->attach(); + } else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) { + switch (ke->keycode) { + case 'p': + if (_gamePaused) + unpauseGame(); + else + pauseGame(); + break; + case 'c': + if (!Logic::_scriptVars[DEMO] && !_logic->_choosing) + _logic->fnPlayCredits(NULL); + break; +#ifdef _SWORD2_DEBUG + case ' ': + if (_gamePaused) { + _stepOneCycle = true; + unpauseGame(); + } + break; + case 's': + _renderSkip = !_renderSkip; + break; +#endif + default: + break; + } + } + } + + // skip GameCycle if we're paused + if (!_gamePaused) { + _gameCycle++; + gameCycle(); + } + + // We can't use this as termination condition for the looop, + // because we want the break to happen before updating the + // screen again. + + if (_quit) + break; + + // creates the debug text blocks + _debugger->buildDebugText(); + +#ifdef _SWORD2_DEBUG + // if not in console & '_renderSkip' is set, only render + // display once every 4 game-cycles + + if (console_status || !_renderSkip || (_gameCycle % 4) == 0) + buildDisplay(); // create and flip the screen +#else + // create and flip the screen + buildDisplay(); +#endif + } +} + +void Sword2Engine::go() { + mainInit(); + mainRun(); + + // Stop music instantly! + killMusic(); } -void Sword2Engine::closeGame(void) { +void Sword2Engine::closeGame() { _quit = true; } -bool Sword2Engine::checkForMouseEvents(void) { +bool Sword2Engine::checkForMouseEvents() { return _mouseEvent.pending; } -MouseEvent *Sword2Engine::mouseEvent(void) { +MouseEvent *Sword2Engine::mouseEvent() { if (!_mouseEvent.pending) return NULL; @@ -287,7 +419,7 @@ MouseEvent *Sword2Engine::mouseEvent(void) { return &_mouseEvent; } -KeyboardEvent *Sword2Engine::keyboardEvent(void) { +KeyboardEvent *Sword2Engine::keyboardEvent() { if (!_keyboardEvent.pending) return NULL; @@ -306,7 +438,7 @@ uint32 Sword2Engine::setEventFilter(uint32 filter) { * OSystem Event Handler. Full of cross platform goodness and 99% fat free! */ -void Sword2Engine::parseEvents(void) { +void Sword2Engine::parseEvents() { OSystem::Event event; while (_system->pollEvent(event)) { @@ -370,7 +502,7 @@ void Sword2Engine::parseEvents(void) { } } -void Sword2Engine::gameCycle(void) { +void Sword2Engine::gameCycle() { // do one game cycle // got a screen to run? @@ -401,136 +533,7 @@ void Sword2Engine::gameCycle(void) { processFxQueue(); } -void Sword2Engine::go() { - _quit = false; - - debug(5, "CALLING: readOptionSettings"); - _gui->readOptionSettings(); - - debug(5, "CALLING: initialiseGame"); - if (initialiseGame()) - return; - - if (_saveSlot != -1) { - if (saveExists(_saveSlot)) - restoreGame(_saveSlot); - else { - setMouse(NORMAL_MOUSE_ID); - if (!_gui->restoreControl()) - startGame(); - } - } else if (!_bootParam && saveExists()) { - int32 pars[2] = { 221, FX_LOOP }; - bool result; - - setMouse(NORMAL_MOUSE_ID); - _logic->fnPlayMusic(pars); - result = _gui->startControl(); - - // If the game is started from the beginning, the cutscene - // player will kill the music for us. Otherwise, the restore - // will either have killed the music, or done a crossfade. - - if (_quit) - return; - - if (result) - startGame(); - } else - startGame(); - - debug(5, "CALLING: initialiseRenderCycle"); - _graphics->initialiseRenderCycle(); - - _renderSkip = false; // Toggled on 'S' key, to render only - // 1 in 4 frames, to speed up game - - _gameCycle = 0; - - while (1) { - if (_debugger->isAttached()) - _debugger->onFrame(); - - // the screen is build. Mostly because of first scroll - // cycle stuff - -#ifdef _SWORD2_DEBUG - // if we've just stepped forward one cycle while the - // game was paused - - if (_stepOneCycle) { - pauseGame(); - _stepOneCycle = false; - } -#endif - - KeyboardEvent *ke = keyboardEvent(); - - if (ke) { - if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') { - _debugger->attach(); - } else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) { - switch (ke->keycode) { - case 'p': - if (_gamePaused) - unpauseGame(); - else - pauseGame(); - break; - case 'c': - if (!Logic::_scriptVars[DEMO] && !_logic->_choosing) - _logic->fnPlayCredits(NULL); - break; -#ifdef _SWORD2_DEBUG - case ' ': - if (_gamePaused) { - _stepOneCycle = true; - unpauseGame(); - } - break; - case 's': - _renderSkip = !_renderSkip; - break; -#endif - default: - break; - } - } - } - - // skip GameCycle if we're paused - if (!_gamePaused) { - _gameCycle++; - gameCycle(); - } - - // We can't use this as termination condition for the looop, - // because we want the break to happen before updating the - // screen again. - - if (_quit) - break; - - // creates the debug text blocks - _debugger->buildDebugText(); - -#ifdef _SWORD2_DEBUG - // if not in console & '_renderSkip' is set, only render - // display once every 4 game-cycles - - if (console_status || !_renderSkip || (_gameCycle % 4) == 0) - buildDisplay(); // create and flip the screen -#else - // create and flip the screen - buildDisplay(); -#endif - } - - // Stop music instantly! - killMusic(); -} - -void Sword2Engine::startGame(void) { +void Sword2Engine::startGame() { // boot the game straight into a start script int screen_manager_id; @@ -587,7 +590,7 @@ void Sword2Engine::sleepUntil(uint32 time) { } } -void Sword2Engine::pauseGame(void) { +void Sword2Engine::pauseGame() { // don't allow Pause while screen fading or while black if (_graphics->getFadeStatus() != RDFADE_NONE) return; @@ -623,7 +626,7 @@ void Sword2Engine::pauseGame(void) { _gamePaused = true; } -void Sword2Engine::unpauseGame(void) { +void Sword2Engine::unpauseGame() { if (Logic::_scriptVars[OBJECT_HELD] && _realLuggageItem) setLuggage(_realLuggageItem); diff --git a/sword2/sword2.h b/sword2/sword2.h index 747b3f22d9..48cd345149 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -138,28 +138,28 @@ private: uint32 _lastPaletteRes; - void drawBackPar0Frames(void); - void drawBackPar1Frames(void); - void drawBackFrames(void); + void drawBackPar0Frames(); + void drawBackPar1Frames(); + void drawBackFrames(); void drawSortFrames(byte *file); - void drawForeFrames(void); - void drawForePar0Frames(void); - void drawForePar1Frames(void); + void drawForeFrames(); + void drawForePar0Frames(); + void drawForePar1Frames(); - void startNewPalette(void); + void startNewPalette(); void processLayer(byte *file, uint32 layer_number); void processImage(BuildUnit *build_unit); - void getPlayerStructures(void); - void putPlayerStructures(void); + void getPlayerStructures(); + void putPlayerStructures(); uint32 saveData(uint16 slotNo, byte *buffer, uint32 bufferSize); uint32 restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize); uint32 calcChecksum(byte *buffer, uint32 size); - void pauseGame(void); - void unpauseGame(void); + void pauseGame(); + void unpauseGame(); MenuObject _tempList[TOTAL_engine_pockets]; uint32 _totalTemp; @@ -170,14 +170,16 @@ private: public: Sword2Engine(GameDetector *detector, OSystem *syst); ~Sword2Engine(); - void go(void); - void setupPersistentResources(void); - int32 initialiseGame(void); + void go(); + void mainInit(); + void mainRun(); + + void setupPersistentResources(); bool _quit; uint32 _features; - char *_targetName; // target name for saves + Common::String _targetName; // target name for saves MemoryManager *_memory; ResourceManager *_resman; @@ -200,14 +202,14 @@ public: uint32 setEventFilter(uint32 filter); - void parseEvents(void); + void parseEvents(); - bool checkForMouseEvents(void); - MouseEvent *mouseEvent(void); - KeyboardEvent *keyboardEvent(void); + bool checkForMouseEvents(); + MouseEvent *mouseEvent(); + KeyboardEvent *keyboardEvent(); - void resetRenderLists(void); - void buildDisplay(void); + void resetRenderLists(); + void buildDisplay(); void displayMsg(byte *text, int time); void setFullPalette(int32 palRes); @@ -244,14 +246,14 @@ public: int32 initBackground(int32 res, int32 new_palette); #if RIGHT_CLICK_CLEARS_LUGGAGE - bool heldIsInInventory(void); + bool heldIsInInventory(); #endif int menuClick(int menu_items); void addMenuObject(MenuObject *obj); - void buildMenu(void); - void buildSystemMenu(void); + void buildMenu(); + void buildSystemMenu(); // _thisScreen describes the current back buffer and its in-game scroll // positions, etc. @@ -287,25 +289,25 @@ public: uint32 _pointerTextBlocNo; uint32 _playerActivityDelay; // Player activity delay counter - void resetMouseList(void); + void resetMouseList(); - void normalMouse(void); - void menuMouse(void); - void dragMouse(void); - void systemMenuMouse(void); + void normalMouse(); + void menuMouse(); + void dragMouse(); + void systemMenuMouse(); - void mouseOnOff(void); - uint32 checkMouseList(void); - void mouseEngine(void); + void mouseOnOff(); + uint32 checkMouseList(); + void mouseEngine(); void setMouse(uint32 res); void setLuggage(uint32 res); - void clearPointerText(void); + void clearPointerText(); void createPointerText(uint32 text_id, uint32 pointer_res); - void monitorPlayerActivity(void); - void noHuman(void); + void monitorPlayerActivity(); + void noHuman(); void registerMouse(ObjectMouse *ob_mouse); @@ -359,32 +361,32 @@ public: uint32 saveGame(uint16 slotNo, byte *description); uint32 restoreGame(uint16 slotNo); uint32 getSaveDescription(uint16 slotNo, byte *description); - bool saveExists(void); + bool saveExists(); bool saveExists(uint16 slotNo); void fillSaveBuffer(byte *buffer, uint32 size, byte *desc); uint32 restoreFromBuffer(byte *buffer, uint32 size); - uint32 findBufferSize(void); + uint32 findBufferSize(); uint8 _scrollFraction; - void setScrolling(void); + void setScrolling(); // used to store id of tunes that loop, for save & restore uint32 _loopingMusicId; // to be called during system initialisation - void initFxQueue(void); + void initFxQueue(); // to be called from the main loop, once per cycle - void processFxQueue(void); + void processFxQueue(); // stops all fx & clears the queue - eg. when leaving a location - void clearFxQueue(void); + void clearFxQueue(); - void pauseAllSound(void); - void unpauseAllSound(void); + void pauseAllSound(); + void unpauseAllSound(); - void killMusic(void); + void killMusic(); void triggerFx(uint8 j); @@ -392,14 +394,14 @@ public: bool _graphicsLevelFudged; bool _stepOneCycle; // for use while game paused - void startGame(void); - void gameCycle(void); - void closeGame(void); + void startGame(); + void gameCycle(); + void closeGame(); void sleepUntil(uint32 time); void errorString(const char *buf_input, char *buf_output); - void initialiseFontResourceFlags(void); + void initialiseFontResourceFlags(); void initialiseFontResourceFlags(uint8 language); }; |